1
0
mirror of https://github.com/veden/Rampant.git synced 2024-12-24 20:14:35 +02:00
Factorio Mod - Basic AI augmentation using potential fields
Go to file
2023-04-08 21:16:37 -07:00
.github Update FUNDING.yml 2021-04-03 18:38:18 -07:00
graphics correcting repo permissions 2021-11-23 19:45:28 -08:00
libs FACTO-305: Code cleanup 2023-04-08 10:40:28 -07:00
locale FACTO-307: Fixed typo in Regenerative faction 2023-04-08 13:45:10 -07:00
migrations 2dcccd9: Reduced maximum enemy variations to 7. Reduced the range of 2023-01-14 20:25:45 -08:00
prototypes FACTO-269: Hives now produce two upper tier units 2023-03-22 18:03:22 -07:00
sounds/attacks correcting repo permissions 2021-11-23 19:45:28 -08:00
visualizer FACTO-296: Fixed visualizer 2023-04-06 21:55:21 -07:00
.dir-locals.el FACTO-256: removed changelog in readme and fixed dir-locals 2023-03-26 14:43:41 -07:00
.gitignore e96108b: Fixed chunk scanning causing a false negative 2023-01-07 21:01:30 -08:00
.luacheckrc FACTO-256: Additional code consolidation, vengence settlers now have a 2023-03-12 16:13:32 -07:00
action.fish FACTO-277: Cleanup build script 2023-04-01 11:05:30 -07:00
changelog.txt FACTO-317: Fixed group could be invalid on entity death 2023-04-08 21:16:37 -07:00
control.lua FACTO-317: Fixed group could be invalid on entity death 2023-04-08 21:16:37 -07:00
COPYING FACTO-19: Switching license to GPLv3 2022-01-14 14:14:15 -08:00
data-final-fixes.lua FACTO-270: Reduced enemy entity shrinking by mod setting 2023-03-22 17:57:58 -07:00
data-updates.lua FACTO-230: onTick performance tuning 2023-03-19 10:25:46 -07:00
data.lua FACTO-230: onTick performance tuning 2023-03-19 10:25:46 -07:00
info.json FACTO-317: Fixed group could be invalid on entity death 2023-04-08 21:16:37 -07:00
NOTICE NA: Clean up notice files 2022-04-22 21:16:12 -07:00
README.md FACTO-256: removed changelog in readme and fixed dir-locals 2023-03-26 14:43:41 -07:00
settings.lua FACTO-256: Cleanup unused variables, map settings, and organized map 2023-03-26 14:39:00 -07:00
tests.lua FACTO-287: Re-added kamikaze state and pheromone 2023-04-04 22:50:59 -07:00
thumbnail.png correcting repo permissions 2021-11-23 19:45:28 -08:00
visualizer.sh IT-111: switched from Racket for zip and copy scripts for cicd 2023-03-30 20:30:01 -07:00

Rampant Tactics

Factorio Mod - Improves the enemies tactics by using potential fields (pheromones) allowing probing of defenses, retreats, reinforcements, counterattacking, breaching, raids, rallying death cry, and player hunting. Uses blockable biter projectiles. Adds new Enemies which can be disabled in mod settings. Difficulty setting in mod options menu.

Site

https://mods.factorio.com/mod/Rampant

Forum Post

https://forums.factorio.com/viewtopic.php?f=94&t=31445

Features

  • New Enemy Factions - Neutral, Acid, Fast, Physical, Electric, Inferno, Suicide, Fire, Nuclear, Laser, Troll, Wasp, Spawner
  • Swarming - Units will smoothly slide by one another allowing for streamlined attacking
  • Difficulty Scaling - A mod option to control how quickly the ai can perform actions like making attack waves.
  • Nocturnal Mode - A mod option to force biters to only attack at night. Does not yet affect vanilla attacks. Best use with clockwork or daynight extender mod
  • Recycling Biters - When large groups of biters form on the game map and aren't assigned to a unit group or near a base will be periodically removed and refunded to the ai causing attack waves proportional to the number of units removed.
  • Breaching - When biters are destroying structures nearby unit groups will come to join them
  • Frenzy squads - When a unit group gets close to a player or start combat they switch to attacking everything in there path for a set radius or until there is nothing left
  • Rabid squads - Is in a permanent frenzied state as soon as the group is formed
  • Tactical Retreats - These will take place when a unit group is in a chunk that has reached a death threshold
  • Unit Group Forming - Any chunks with spawners in it that is covered by a pollution or player clouds will form groups based on the evolution factor
  • Probing Behavior Against Defenses - unit groups will attempt to avoid chunks that are soaked in death
  • Player Hunting - Unit groups will track the player based on there emitted pheromone cloud
  • Rallying Death Cry - When a unit is killed on a chunk that is past the retreat threshold, the unit will attempt to summon reinforcements to help them
  • Counterattacks - When the player is in combat near nests they will send reinforcements to unit groups
  • Reinforcements - Nests will send assistance to nearby nests under attack by the player
  • No Homing Projectiles - All projectiles are fired at locations and no longer track the player
  • Pathfinding - Unit groups will use potential fields to perform only single step pathfinding allowing for efficient and dynamic pathing
  • Peace mode - If something sets peace mode, Rampant will respect it
  • Ion Cannon Reaction - Firing the Ion Cannon will cause nests around the blast site to form into an attack wave and agitate all biters
  • Rocket Reaction - Firing the rocket from the rocket silo will cause the biters to form extra attack waves
  • Blockable Projectiles - Some of the biters projectiles can now be blocked by walls and trees
  • Raiding AI state - The AI will periodically send attack waves based on building proximity and not just pollution
  • Migration AI State - Where the ai looks for resources patches to setup new bases
  • Sieging AI state - Where the ai does a migration event but also builds towards the player and their base
  • Onslaught AI state - Where the ai gains 2x credits per logic cycle that can be used on units and buildings
  • Vanilla AI Replacement - The default expansion and attack waves can be completely turned off and allow Rampant to work its magic